Safe behind the 21:6 picture?

Post » Mon Mar 01, 2010 1:39 am

*Spoiler*!

Hey guys,

Just a quick question, no matter how many times I start a new game in F3 I still come across things I've totally missed in previous games!

Started playing again today, been a while, and just starting off in vault 101, I've just noticed the picture on the wall with the revalation 21:6 quote has a lock, so there is some kind of safe there I take it, I think it was in the med lab. You can't open it to start off as its quite high level, so I take it you can only open it later in the game when you return after the Amata ditress signal, if i take it that it will still be there on return. Just wondering what was in it? Is it worth remembering to crack it on return or is there just some usless junk in there?

Cheers,
Jaeger
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-__^
 
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Post » Mon Mar 01, 2010 6:35 am

As I remember, it has a note (holotape, audio), 300 caps, and a Schematics - Rock-It Launcher.
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Gavin Roberts
 
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Post » Mon Mar 01, 2010 4:50 am

You can get it during the "Trouble at homefront" (i guess that's the name of it) quest. After completing a certain main quest you will come back to the vault, if you have enough lockpick skill you can get the loot from it, I believe there is also a key for it.
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SWagg KId
 
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Post » Mon Mar 01, 2010 2:38 pm

the audio message is when ur dad is talking to his dead wife about how he is in the vault and he says the overseers a bully
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ZzZz
 
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Post » Mon Mar 01, 2010 12:32 pm

As I remember, it has a note (holotape, audio), 300 caps, and a Schematics - Rock-It Launcher.


I was reading up on this on the portal Fallout site the other day. It's a Bottlecap Mine schematic, not a Rock-It Launcher.
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ZzZz
 
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Post » Mon Mar 01, 2010 4:49 pm

I was reading up on this on the portal Fallout site the other day. It's a Bottlecap Mine schematic, not a Rock-It Launcher.

That's incorrect though, it is indeed a Rock-It Launcher schematic. That needs to be corrected.
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Kirsty Collins
 
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Post » Mon Mar 01, 2010 3:59 am

sort of on topic, during trouble on the homefront, where do i find "Fathers Books". I actually have the strategy guide and it says its in the laboratory. I've tried to find them on numerous playthroughs and have never been successful. its definetly not in the safe
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tannis
 
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Post » Mon Mar 01, 2010 8:58 am

where do i find "Fathers Books"


They don't exist. They must have been left out of the final build.
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Stryke Force
 
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Post » Mon Mar 01, 2010 8:19 am

They don't exist. They must have been left out of the final build.

Thanks, ive actually got it saved in 101 right now, would have been looking 'till october 19
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Shaylee Shaw
 
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Post » Mon Mar 01, 2010 3:36 am

They must have been left out of the final build.


There were a number of things that didn't make it into the final game. For instance, with the Wasteland Survival Guide the original plan was that you had to go to Hubris Comics in order to get them printed. That's why there's an activator on one of the presses that doesn't do anything. There's still a bunch of dialogue for that part as well if you dig around in the GECK, it's just not being used.
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Nathan Barker
 
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Post » Mon Mar 01, 2010 4:43 am

Yeah I spent forever looking for Father's Books, and those makeshift gas masks that were supposed to be in Vault 106.
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Jessica Lloyd
 
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Post » Mon Mar 01, 2010 1:13 pm

I heard it's possible to unlock the safe at the start of the game, I've not tried it but I presume it involves maxing certain attributes & skills as high as possible before leaving the vault.
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nath
 
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Post » Mon Mar 01, 2010 5:39 am

I heard it's possible to unlock the safe at the start of the game, I've not tried it but I presume it involves maxing certain attributes & skills as high as possible before leaving the vault.

I don't believe it's possible frankly. It's an [Average] lock, so you'll need a minimum of 50 Lockpick. And no matter what, without modifying your stats via console commands, it'd be impossible until you get the quest 'Trouble on the Homefront'
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Multi Multi
 
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Post » Mon Mar 01, 2010 4:57 pm

I don't believe it's possible frankly. It's an [Average] lock, so you'll need a minimum of 50 Lockpick. And no matter what, without modifying your stats via console commands, it'd be impossible until you get the quest 'Trouble on the Homefront'


Oh really, I thought it was a hard or very hard lock which I think would be tough to do before you leave the vault.

I would have thought it's possible to get lockpick to 50 (agility 10 & few extra points in luck, and tagging skills etc) before leaving the vault? I would try it out but im in the office today.... but I may be totally wrong :)
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Jordan Fletcher
 
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Post » Mon Mar 01, 2010 7:00 am

I just did a quick experiment. I loaded an old save from right before I chose my current character's SPECIAL and set both Perception and Luck to 10. I tagged Lockpick. I equipped the Vault 101 Utility jumpsuit. I still came up 3 points short of the requisite 50 - and with a Perception of 10, a dose of Mentats wouldn't help the skill at all.
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Emily Martell
 
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Post » Mon Mar 01, 2010 10:40 am

I just did a quick experiment. I loaded an old save from right before I chose my current character's SPECIAL and set both Perception and Luck to 10. I tagged Lockpick. I equipped the Vault 101 Utility jumpsuit. I still came up 3 points short of the requisite 50 - and with a Perception of 10, a dose of Mentats wouldn't help the skill at all.


Thanks Kristo nice one. The only thing that might be able to increase it more would be a level up before exiting the vault. But I don't recall ever leveling up inside the vault before, just when I exit into the bright sunlight and touching music.
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Greg Cavaliere
 
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Post » Mon Mar 01, 2010 4:33 am

There's scripting to prevent leveling up inside the vault even if you get enough experience, which is hard but possible.
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Ladymorphine
 
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